How to tackle research in Eco

Research is a key activity to advance in the game Eco. It is one of the first challenge where players show their preference between collaborative, independent and competitive approach of the game. This article focus on few ways to promote research in a collaborative fashion.

1. What is research in Eco ?

For the new players out there, press z and look at the available skills : most of these skills need to be unlocked by crafting skill books and then learn from copies of these books (the skill scrolls). The recipe for the books can be found at a research table, made from a work bench. 

Research begins by making research papers. These items are made from resources like stone and wood logs. You can see them as specialized pages in a book and the recipes for crafting skill books require certain types of research papers or pages. For instance, crafting a farming skill book requires gathering papers and geology paper.

Once a book is made on the server, there is no need to make another. New players frequently loose time by crafting duplicate of books. All you need is for the owner of the book to click on it and make an unlimited amount of skill scrolls items. Finally, clicking on a scroll makes you learn the skill and you will be considered to be level 0 with that skill.

2. What are the benefits of research ?

The first reason to learn a skill is because you want to specialize in it. Learning a skill gets you to lvl 0, but it is a mandatory step before you can spend a specialization star on it and reach lvl 1. After specialization, you'll get most of the benefits that comes with the skill. Is it important to note here that in a game with normal collaboration settings, you get new specialization stars slowly over time (real life days) and you can typically plan to get 4 start within few days, then get 3 other stars at an even slower pace until the asteroid is destroyed. I have a tool here if you want to plan your skills alone or with friends.

Next, learning skills is useful since you get 5 land papers each time. This is the main way to get land papers. The others are using admin cheats to create land papers or getting them from other players : getting the paper items (ex.: trade), buying land at the real estate desk, salvage from abandoned lands and seizing lands with a law.

Last, but not least, contributing to research is a way to contribute to your community. When other players are getting the skills they want, it keeps their interest in the game and allow them to craft useful things for everyone. Keeping peoples' motivation high and collaborate even if you don't see immediate benefits are both invisible, but crucial challenges of Eco.

3. Is there "money" to make from research ?

Making profits with research is harder than it looks. What you need to do is make a book alone or with your friends and sell the scrolls for a fraction of the resources. After few trades, you might be able to get back your investment (which is excellent) and start making profits. After all, it seems pretty logic to think that everyone will want to bring you resources if they get the scroll for just a small portion of the price of the book.

However there are several challenges to this. First, a price that is too high is likely to trigger competition and other players will attempt to make their own book and sell the scrolls too. This trigger price seems quite low and I would say 15-20% of the original price of the books is a high target. Even so, Eco is a collaborative game and instead of giving you resources that you will use for your personal projects, another group of players might just pool their resources and make the books for themselves or even make a public library. This seems unproductive, but Eco is a game : making a skill book together is fun and fun has a high value here. Some players and teams are just independent or too far and will make the books anyway. Also, I have seen admins frown upon players who systematically make every books alone and then try to make money out of it. This is because trying to make money out of research is frequently associated with behaviors (ex.: rushers) that create economic inequity and make people leave.

Even if you are lucky and make profits, most of the early books are not that costly. In fact, without any upgrade module, the cost of the 8 first basic skill books is about the same amount of resources as an expert player, with food in his backpack, would get in 30 minutes. The other books (ex.: smelting, pottery, glassworking, cooking, etc.) have a higher value. However, some players will stop to learn every skill at this point, so your customer pool will be smaller. The industrial and later books are so costly that they will likely be made by organized communities or smaller groups that have a lot of time to play. With such high value and most probably a lot of abandon on the server since the beginning, you will have even less customers.

The best you can hope with research is to sell your scrolls to get back a portion of your investment, which is excellent. Once again, you might get lucky (and probably hurt the server as well), but there are many scenarios where you don't get much. And what I learned from experience is your trading attempt might cost you a bigger opportunity : create meaningful links with other players through community research.

4. Community research

Community research is a general approach where you aim to make research efforts as open as possible. Scrolls sold afterward fund toward public projects and contribute to the wealth of the server instead of the wealth of a single player. Consider for example the basic research carpentry, masonry, farming, basic engineering and butchery. They require a total of 20 research papers to make. If you have 10 active people on the server, each person can easily make 2 papers within minutes, learn every basic skills and get 25 land papers in the process. Once the scrolls are available, you can sell them for cheap at a public library store and give them for free to those who made a direct contribution.

You may argue that it's not that useful to get through all the trouble to coordinate research with strangers since skills books are easy to make. However, the number of research papers needed for skill books is always increasing. After these basic skills, the next 4 books are made with 53 research papers (double, but it's fine). After that the next 5 skill books of the iron era (pottery, glassworking, cooking, etc.) require 145 research papers. The next 5 are 375, then 480. The first books require basic papers, but the later ones are crafted with advanced and modern research papers, which are more complex to make. Basically, it might seems useless to work together to make research at the beginning, but unlocking every skill will require 1073 research papers of increasing complexity: collaboration is the solution. Working together since the beginning is a way to practice your collaboration mechanisms for research in a context where there is little risk.

Additionally, servers who don't tackle collaborative research early are worlds where players are researching books alone or within small close teams. This means a culture of independence/competition rather that collaboration is developing on your server. I always think it is a red flag for survival when pottery, cooking and glassworking are not researched in a collaborative fashion. So far, every server I saw with this red flag were not able to recover from this tendency and died few days later or end up with an anemic population of 2 to 4 players.

There is another reason to favor community research. Some players play in a competitive fashion and will work long night to advance as fast as possible in research. They will either not sell scrolls or sell for a high price. If they don't sell the scrolls, you have an independent structure and these players will advance further until the research is completed by the rest of the community. If scrolls are sold for a high price, each successful trade will act as a leverage and fuel the gap between these competitive players and the rest of the community, which leads to further inequity. Whether they sell or not, if the gap between them and the rest of the community is significant, this independent/competitive structure will contribute to further economic inequity. Uncontrolled inequities tend to create revolutions in real life : in Eco, you simply end up with an empty server. Having a community research approach is a way to avoid this problem, harness the efforts of the very active players for the benefit of the community and make sure less players are left in the dust.

Here are some approaches you might try to collaborate on research projects.

The spontaneous and direct method

One easy method for collaboration is to call other players directly in the game and ask them to bring research papers and resources to a common research table. Allow them access to the table directly or have an open container nearby that will immediately pick up the pages. Be precise, like research the 5 first books and ask everyone to bring 2 specific papers. 

A small research hut costs only 98 hewn logs and can be made in less than 15 minutes by any player.

This method is easy to implement, but players who are online at the time have a clear advantage to contribute. Also, it will be increasingly hard to coordinate research in this manner with the next books.

The research work party

Another, more inclusive, method is to start a book recipe on the research table, then go to the contract board and start a work party. There is already a good contract template for that and all you need to do is to select the research project and keep the line where the job is to bring research papers and the other one where specialists add their work. Also, there is a skill reward in the template, so when people bring 10% of the papers, they automatically get the scrolls. 

In this case, it is best to make the research on a private table so you make sure players sign up for the work party before dropping their papers and get their skill at the end. Ideally, Keep a public research table nearby so players who cannot yet afford room for one can contribute.

The research hut in this case can hold on 2 claims and is made with 150 blocks (4 high x 3 x 5 inside) or 170 blocks (5 high x 3 x 5 inside) if you include space for a community store.

This is a good approach at the beginning and coordination is almost entirely done by the contract board. Players who are not online get a chance to contribute. However, advanced papers usually cost a bit more than basic research papers. Most likely, the players who want to specialize in the skill will put extra work at first, but this will be an increasing problem.

The research store

A more complex, but precise method is to make a store which buys research papers and/or resources and sell scrolls in exchange. This will require some calculations, however. Basically, start with the price of basic resources and calculate the cost of every paper. Buy these papers at the store. When every paper is in, finish the research. Sell the books based on the total price of papers.

I propose you to sacrifice a personal currency for this store or find a clever way with barter. The reason is people will usually contribute to common research if they believe it is a community project. Using the currency at both research store and your personal store prevents a clear distinction. Alternatively, using no currency brings other problems, since people contributing to research may not exactly bring items of the same value as the scrolls they take. This advice does not apply if you have a common currency: in this case, just link the store to a government bank account. Many players may even bring pages and don't buy the research, making this store an additional way to distribute money while making people work for the community.

Selling the scrolls : be careful

The inevitable question : how research scrolls will be available after they are made? If they are sold, how much and what do we do with the "money".

Word of advice here. It is tempting to make research free by placing the scrolls in a distribution station or selling them for 0 credit. Free knowledge seems like a good idea. However, in Eco, free knowledge is also free land papers. This creates a lot of cases where players log in, claim large land areas and then leave. In the next days, you won't know if they are going back and these lands may block important projects and make some people leave. Free knowledge is also a door wide open to trolls who will use the land papers for various mischief. I reckon here a player named Wall** who placed walls around his victims using land papers and dirt walls (well...the name said it). When Wall was banned, he just returned using a second account some time later and harassed random players. Wall left annoying claims at other locations on the map. Yes you can remove the claims, but it's annoying... Wall is a single example among many : blocking and destroying roads and just be a nuisance using land claims are common troll actions.

I am strongly against free scrolls for this reason. The ability to claim large lands quickly brings territorial dispute and other non-fun contexts. When I get the chance, I even modify the list of players who can use the research store to "active". Every player then needs to claim a reasonable space and play for some time before they have access to more land papers. This might sound extreme for some of you, but it's based on my experiences with free/cheap scrolls.

Selling the scrolls at a community store is interesting. The main reason is there are a lot of community projects to make early on : roads, government building, gold rush to make a mint, etc. The problem is there is no common currency and tax to fund these projects. So basically, you have to make these things yourself, hope for generous contributors or convince everyone that a personal currency could be turned into common currency in the future. This being said I prefer a vanilla worlds without any cheat structures 500% more than one where everything is available from the start : this makes the collaboration challenge so rewarding. To this end, selling scrolls at a community store is a way to get a bit of resources and compensate those who work on early community projects. It won't be much, but it is a start.

As for the price, I can say from experience that selling scrolls somewhere around 10%-15% of the original value of the skill books seems to work. The 10% contribution in the default work party for research projects supports this idea. 

5. Implementation of community research

Community research is most often implemented by admins or friends of admins. If you are like me and travel often between random worlds, make sure you talk to the admin about how research is handled before going further : research is a sensible subject. When few players recognize the leadership of a citizen for community research, it commonly makes him/her de facto the librarian of the server. Most importantly, make sure the library is accessible by at least two players, one of them preferably an admin.

Fast start

A minimal basic research hut needs 1 claim and enough space inside for a research table (about 98 blocks). I found easier to convince other people when the building was made in collaboration with others at a location that is clearly away from my home. This should allow you to test the first method of community research, which is pretty simple and engage other players early. Start masonry, carpentry, basic engineering and farming. This should leave you space for making a research paper yourself. Then, allow every other players access to the table. You may change the name of your table to something like "Public research table" so that other players understand it's status when they see automatic messages about people using it. There are players who aim for basic engineering, masonry and carpentry for their first skill, so they could make good allies in this fast project.

Smooth sailing

You will need a store to distribute the scrolls to the rest of the community. I proposed the first method to start because it gives you time to continue adding space to the research center/library and make a 60m3 inside space with 150 blocks on 2 claims. Add more space for an additional research table if you want (. From this point, you can either go with the second method and then sell the scrolls with the barter option at the store (in exchange for campfire salads, wood and stones) or go for a full store method.

Most of the time, I continue with the second method for making books (using work party), up to the point where we get a common currency (ideally before mechanics). Trading is simple for everyone, but using the work party for something as central as research always brings new and novice players to learn about using a contract board. So it's a learning experience that benefits the server. If your community is big enough, you should have a small reserve of resources to sell as incentive to buy the missing papers. You can even use these resources to accelerate the gold rush project and then use fresh money to boost research after.

What to buy in exchange for scrolls ?

You have to think about every type of player and allow them a fair chance to buy the scrolls. Otherwise, it will be more tempting to research alone. On the other hand, you want something easy to sell or something that will help the other governmental projects. Wood logs, stones, mortar and food works for even the poorest players and you can easily turn them into building blocks. Avoid sand if you have a beach nearby : you will wake up one day and find a huge and ugly hole.



I find it best to keep buying resources even if you run a store where you buy research papers. If you look closely at the recipes for research papers, there will be a point around the tier 2 era (ex.: cooking, glassworking) where players such as farmers have very little to offer except basic resources. Also, you don't want to trigger competitive behaviors between players who can bring research papers. You may want to think about this further when you have a common currency.

Research laws

In Eco, there is a frequent problem of inequity when a single player, or worse an independent team, arrives on the server and seems to play endless hours each day. Unless they are very careful and minded individuals, the rapid advancement is likely to leave other players in the dust and the server will end up with an anemic population or just fail. Some of the most successful servers I have played on had some kind of mechanism to limit independent research. 

"Le Village" and Les Franquois are shining example of a successful servers where there are laws in place to prevent individual research and funnel the efforts via common research center. Such system is best when the trigger conditions (ex.: not before day 5 or not before we have a common currency) are known before the game begins. You can protect research by allowing only some players  (the librarians) to craft books. Previous to 9.0, few servers prevented the crafting of research tables, except by world leaders.

City planning and maintenance

You probably noticed the research center goes well with community buildings such as the townhall or community workshops. While it is tempting to put everything in a big building, try making the public library a separate landmark : keep it small and place it strategically to outline a road and encourage nearby placers to get closer. You might consider adding a second library on a remote island to help a small community there.

Maintenance is pretty simple if you use barter or you sacrificed a personal currency. The librarian needs to adjust the price of the latest research papers as most players equip themselves with upgrade modules. He needs to get the books, make a lot of scrolls and start new research projects. From time to time, he may needs to transfer resources sold to the store to a government-owned storage place.

Community research remains a community project. In that spirit, you should consider to link the claims to titles (appointed by a leader or elected). No need to remove the old librarian : this can be a simple measure to find a replacement should the first player needs to step out of the game for personal reasons.

That is all. Take care and happy gaming with Eco.

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